while MM patching - but this ContractPack has no single iteration of ModuleScienceLab mentioned anywhere ...

Patches are applied in order, so it's natural that it happens at the same point every time if you've not done anything that would change that order. Knowing earlier that it occurred only when this one contract is being modified would have been a big help! It could be that this lack is the very problem, but again I must point out that the fault appears to lie in Kerbalism's file; the file is written to account for a lot of options on where it might find the module it wants to modify, but if that module's not anywhere then it seems to be unprepared for this.

Honestly though, aside from a wordy error in the log I can't see that this is causing the problem you're seeing. It's far more likely to be related to the fact you appear to have multiple outdated mods and missing dependencies. Try getting everything updated first (you have AVC, use it!), then if it's still happening go through the usual problem-solving routines to identify the issue - for example, you could remove this single contract and see if it makes any difference. To be frank, that should have been the first thing you tried.

In addition, does anyone know if there's a way to escape parameters when defining contracts? An example is I have an experiment with a dash it it. When CC tries to parse it, it tried to subtract the two parts of the experiment name instead of just treating the whole thing as a string.

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Any chance the debug reload contracts button will get fixed? I have a pretty big modpack that requires around five to ten minutes to load, so I can't really make contracts for it if I can't load in contract changes while already ingame.

In the same boat here m8. Have a huge contract pack in the works but the lack of testing tools is proving a major downer.

The OP still lurks but he might be burned out or something. Quite tragic since this is the only gundam way to make good contracts and make career not suck.

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I'm having some trouble creating a contract that includes a rather particular part check. The idea is I want to validate that certain types of parts are manufactured by certain manufacturers. The following pseudo code describes what I'm trying to achieve:

For all Parts:category (A or B)
have manufacturer (C and/or D).

Let's say one of the part categories I'm checking is engines - as long as ALL the engines are manufactured by C and/or D we're fine, but if I have an engine made by manufacturer E then it should return FALSE.

I've tried various approaches using PartValidation code but I can't a method whereby a single PartValidation node can check for multiple types and multiple manufacturers. While the PartValidation node allows for multiple "part = " statements and will check for any, that logic doesn't appear to extend to "category = " or "manufacturer = " statements. Putting these in FILTER / VALIDATE_ALL nodes doesn't seem to work either (e.g. the below code will only check that I have an engine made by Company C - the check doesn't pass if it is made by Company D).

I've also tried using boolean logic in the select / match statements but that doesn't appear to work either (I'm not sure boolean logic is allowed? - nb. I couldn't really understand from the wiki documentation how to use boolean OR logic correctly).

My next line of thinking is whether I need to use some sort of part count logic e.g. count(parts(Engine)) - (count(parts(Engine(manuf=Company C))) + count(parts(Engine(Manuf=Company D)))) - if 0 then TRUE, else FALSE. Alternately whether I need to use a list / iterator function, but I'm not sure how I would be able to do either of those so thought I'd see if anyone else might know how to tackle this. Appreciate any ideas.

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// Extended PartModule check. This is used to look for very specific part
// module attributes. The MODULE node may contain any attribute, and those
// attributes will be matched against the part modules in the parts.
//
// Required: No (multiples allowed)
//
MODULE
{
name = ModuleScienceExperiment
experimentID = mysteryGoo
}

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@FreeThinker, I'm having a similar issue with doing a part filter. I'm trying to validate that my craft has a part that has a science experiment. This is my contract, however it's saying that I have a part which contains the experiment even when it doesn't.

This release is exactly the last oficial release, plus the ISatellite fixes. Nothing more. My repos always have a CHANGE_LOG.md file where every release is described, by the way.

I don't have a savegame using Karbalism yet (I choose TAC-LS for my Tales of Kerbol). I can try to fix it on the WeekEnd, if no-one had did it yet. I will use Kerbalism in the next phase of the Tales. If you would be kind to provide me with the KSP.logs with the errors, I will give this a shot!

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Reading back through the last few pages I can't seem to find any definitive answer to whether CC works on KSP 1.4.5

CKAN seems to think not.

CKAN won't have been told otherwise, but it was working fine in 1.4.5 for me and many others. Just make sure you've told CKAN it's allowed to install anything related to 1.4.x and you should be good to go.

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Contracts to grab science from KSC do not work in 1.5.1... Separate tasks are shown as completed "in-flight", but when returning to contracts screen at KSC they are all shown as not completed. Also "Return any science from Kerbin" did not completed until I actually grab an experiment while flying, neither of ground experiments counted for that.

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I'm having some trouble with a couple of contracts that use RemoteTech parameters.

Basically, I took RP-1's contracts and ported them over to a standard RSS/RO modded save. Some of them include references to RemoteTech's communication parameters, like VesselConnectivity. Now, contracts that are build to work with non-stock parameters usually require a :NEEDS tag on the definition. Example from RemoteTech's own contract pack:

CONTRACT_TYPE:NEEDS[RemoteTech]

Obviously, this seems to work on that pack. However, RP-1's contracts aren't loaded. Not a single contract that depends on VesselConnectivity or KSCConnectivity gets loaded into the game, generating this log error (or similar, depending on the contract and the parameter):